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  • Request: GPU acceleration (CUDA and OpenCL)
    Author: Skybase. btw I don't think iMacs have a decent GPU, even if the benchmarks coming in are significantly faster than the previous line. Within the scope of heavy-duty rendering, especially large image sizes, I don't think it performs as well. I wouldn't put high hopes at all. [Edit] wording.

  • Please, Could FF Inc confirm if there is any plan for CUDA/OpenGL/GPU?
    ... and the bad news. I now know that FF will be in danger of loosing much market against the forthcoming competition that will arrive, I have news that some companies will be releasing new optimized plugins filters. Because even if FF 5.0 could have GPU acceleration ( which I doubt it) it will be perhaps too late. because if we have to wait between 16 to 18 month for FF 4.0 and then another 16 or month for FF 5.0 it will be nearly about 3 years and I think that many of the other companies that make ...

  • Wanted Features
    Author: JesusSheep. 1 Able to get Size of Image (x,y). 2 Use Intel 2 en and third gen instructions as well as same for AMD Processors. 3 Use GPU Processing to speed up processing. 4 Drag and drop more Responsive. 5 Installer support for Corel Painter Products (Painter 12). 6 64 Bit support. :)

  • GPU based node/preview
    Author: Totte. I think the other obvious route is to use OpenCL (not OpenGL), to use the GPUs cores to run pure logic in. That would speed up the rendering a lot, up to 30 times if you have a fast GPU, only using it for pure computation, which does not change between hardware.

  • What problems could have Filter Forge trying to use GPU acceleration?
    Author: Morgantao. "why is not possible to make it GPU based. What are the technical reasons that makes this impossible." I asked this before in another thread, and got no answer from FF inc. It's not like I could help them solve the technical issues or anyting, but I would just like to know what's ...

  • GPU based node/preview
    Author: Hippotizer. "onyXMaster wrote: The only way to eliminate excessive CPU-GPU interaction is to offload entire sampling and rendering to GPU, which is unacceptable since most core code must be rewritten from scratch. " 100% understood and accepted! "onyXMaster wrote: Don't expect GPU-assisted rendering at least until v3.0 or so " :) no worries.

  • Why ONLY two preview sizes, Actual and Reduced ?
    Author: Vladimir Golovin. "SpaceRay wrote: Filter Forge WILL NOT HAVE ANY HARDWARE ACCELERATION" True, FF won't have any CUDA/GPU based acceleration, but I wouldn't rule out the possibility of x86-based acceleration. Intel's "Knight's Ferry" architecture definitely looks promising: http://www.tomshardware.com/news/knights-ferry-corner-mic-xeon,11036.html (http://www....

  • GPU Accelateration :DirectX 12
    Author: SpaceRay. the best way would be to use OpenCL instead of DirectX or CUDA, as it would be compatible with all the graphics cards and also is compatible with both Windows OS and Mac OS The GPU acceleration has already been requested LOTS of times LIST of threads about FF Render Speed - Requests, tips and advice (https://filterforge.com/forum/read.php?FID=9&TID=9586)

  • GPU based node/preview
    Author: Vladimir Golovin. "richarre wrote: I would like to know if a Filter Forge GPU based render engine is in the pipeline" Currently no, and I can't say anything about future releases. Look at Aperture's problems with their GPU-based photo editing (or was that Lightroom?) -- simply put, you have different results on different ...

  • Why ONLY two preview sizes, Actual and Reduced ?
    ... changed it this preview levels to just ONE level, because it is a OpenGL, OpenCL and/or with Nvidia Cuda so you get a smooth and real time zoom preview to any level, but Vladimir has already told that it will NOT be posible to have any kind of hardware GPU acceleration on Filter Forge so this option is really not an option. If You want to know what I am talking about yopu can see what Adobe have done in Photoshop CS5 with Nvidia Cuda Please see the videos examples in this page here, just sel ect ...

  • Allow folders in Favorites
    ... DAMN COOL!!! One of the options for our studio, if FF doesn't add folders IMMEDIATELY P.S. Substance designer is expensive on its own, though one of the engines we use is Unity3D, so there is a sizable discount for Unity3D users(plus Substance is GPU accelerated, so is VERY FAST at redrawing). All we're asking is that FF just add folders IMMEDIATELY, please, please, PLEASE!!!!

  • Unity 3D support
    ... nothing more than a piece of program that you thought would give you all the power you need. I'm guilty of that myself, I sometimes do spend on things I kinda didn't need in the end. People get hyped about all these buzz terms and features like "GPU Accelerated" "64Bit" "GI" "AO" ... blah blah blah ok ok cool cool yeah yeah yeah. At the end of the day nobody cares about how much GPU you used to render anything or how many rays got bounced around in the scene ...

  • Shadows
    Author: jitspoe. Is there any potential to use hardware acceleration for this? I've seen self-shadowing implemented on a GPU before, though it's probably low-precision and requires directional lighting. Search for "Steep Parallax Mapping". It might also be possible to convert the height map into geometry and take a more 3D approach. How slow is "terribly ...

  • GPU based node/preview
    ... and precision (double for each color component). using static hadware profiles (e.g. ps_2_0) should usually not lead to different results on different hardware. however, i fully agreee and understand that there are currently other priorities than gpu optimisation.

  • CPU options -- Nvidia GPU, networked computers?
    ... and prototyping we decided to skip the nVidia architecture (mostly because the existing FF code doesn't lend itself well to such ports), but a naive Larrabee port seemed perfectly plausible. Now that Larrabee is canceled by Intel, we don't have any GPU plans at least for 2010. However, I think that the direction where Intel was going with Larrabee is the right direction, and I'm sure that we'll see processors using similar approach, be it from Intel or not.

  • What problems could have Filter Forge trying to use GPU acceleration?
    Author: Totte. Thx Morgantao, I just tried to point out the underlaying problems, but yes, I agree that some operations might be possible to move to a GPU based architecture. For example blur, but then we want the blur to behave the same on every videocard supported, which is where the real problems begin to show up. Just say you have two machines and then FF blurs a little different, just noticeable,...

  • Shadows
    ... see _anything_ rendered until all required height map data is calculated, which may take a lot of time. Nevertheless, I still consider it could be implemented in some future major version, possibly along with hardware acceleration on an SM4-class GPU (nVidia G80/AMD R600 chip).

  • Node UI from Blender
    ... master file with all groups. Nodes are very easy to create and edit. They are auto connect when placed over a line. Could be bypassed . There is a cool"Node wrangler" plugin and so on and on. And I even don't mention cool Cycles speedy GPU preview. I dream about FF being Blender plugin instead of Photoshop one. Looks like GPL doesn't restrict making payware plugins or use the code

  • UI Enhancement Request: A more verbose progress indicator
    Author: opw. Certain filters, such as "Couch Fashion" or "Boucle Fabric Factory" take quite a while to even begin rendering. This delay (of about 20 seconds on my dual core 2.4GHZ Macbook Pro with 4 GB of RAM and a GeForce 8600M GT GPU) will make the user think the app has hung or that the filter is buggy. A very simple and effective solution to this would be to replace your normal progress indicator with a circular progress indicator. When the user clicks the filter it should ...

  • Support For OpenGL,OpenCL,64 Bit
    Author: Skybase. What about OpenCL? It's just a computing language framework. It gets used a lot but you don't need it to make apps that run on GPU/CPU. See I keep thinking these threads that mention OPENGL or CL seem to fixate on the idea that these things make programs faster or something. Or otherwise that "supporting" it would lead to faster renders or whatever the misconception ...

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